With great effort, you manage to open the trap door. Underneath it is exactly what you expected: black nothingness. With a compulsion you don’t bother to question, you lower yourself into the door, knowing that the adventure you seek will not be found anywhere but here.\n<<if visited("elvish sword")>>\s\nYour sword glows brightly, and you have a feeling that something dangerous is nearby.\n<<endif>>\s\n<<if visited("Lantern")>>\s\nYou take out your lantern and hold it down into the darkness, and while you can't see very well, it is better than nothing.\n[[Enter Kroz|Cellar]]\n[[Back|Entry Way]]\n<<elseif>>\s\nThe enterance is too dark to go in without any light source, you will have to find one.\n[[Back|Entry Way]]\n<<endif>>\s\n

The case is dusty, as though it hadn't been used for years, in stark contrast to the lived-in feel of the rest of the house. You wonder what it's purpose is, as it feels very significant to you, but you can't quite determine why. Maybe it is how out of place it feels, maybe it is how large and intimidating it is, but you feel that the trophy case will mean something later on.\nA small brass whistle sits in the corner, but upon trying to pick it you, you find it stuck to the trophy case. Perhaps it will prove useful later.\n<<if visited("Cellar")>>\s\n[[Place Treasures]]\n<<endif>>\n[[Back|Entry Way]]\n

You take the sword, and grasp it firmly. The weight feels just slightly off, but it is as good a weapon as any.\n<<set $haveSword to "yes">>\n[[Back|Entry Way]]

You end up in the living room of the house. To the west is a wooden door with strange gothic letting written all across it, and is nailed shut. The lettering is the first concrete example you have found to confirm your feeling that something is just wrong. You can’t make out any of the text, but it feels hostile.\n<<if not visited("rug")>>\s\nIn the center of the room is a large [[rug]].\n<<else>>\nA rug in the center of the room has been moved aside to reveal a [[trap door|Open Trap Door]]\n<<endif>>\s\nAbove the rug is an imposing [[trophy case]].\n<<if not visited("Lantern")>>\s\nThe case is empty, save for a [[battery-powered brass lantern|Lantern]].\n<<endif>>\s\n<<if not visited("elvish sword")>>\s\nAbove the mantlepiece hangs an [[elvish sword]] of great antiquity.\n<<endif>>

<<if not visited("Gallery") and not visited ("Troll Room")>>\s\nYou stumble as you hit the ground, but slowly regain your footing. You take in your surroundings. You are in a dark and damp celler, standing in an illuminated pillar of light from the cellar above. You notice passages going to the east and west, without any distinguishing features to give you a sense of direction. You hear the door above you crash shut, the light quickly shut out. You hear someone baring it. You panic a little, as even though you have your lantern and your sword, the room feels too dark. Something feels wrong about the place. With the door now shut, you hear a loud, rhythmic noise coming from the passage to the west. \nReluctantly, you pick a direction to start exploring.\n<<else>>\s\nYou enter the cellar again, and see passages going to the east and east.\n<<endif>>\s\n\n[[East|Gallery]]\n[[West|Troll Room]]

It reads...\n\nThe greatest treasures are concealed\nIn a dwelling long neglected\nBut you can only blow the whistle\nOnce the trophies are all collected\n\nYou wonder what it could mean.\n\n[[Back|Studio]]

The vault door glides open as you touch it, revealing a dark room behind it. As you step in, lights from the ceiling snap on, bathing the room in light. The floor is covered in piles of gold and silver, with goblets, chests overflowing with treasure, and gems of every color. They are blinding, and you have to shield your eyes to move forward. You see what you are looking for discarded casually on the ground: an old magnetic tape casette. You pocket it, and turn out of the room.\n<<set $numTreasures to $numTreasures + 1>>\n\n<<if visited ("Take Painting")>>\s\nYou have found all the treasures you need. It's time to find your way back.\n<<endif>>\s\n\n[[Back(Bank Enterance)|Bank Enterance]]

Opening the mailbox reveals \n\tA leaflet\n[[Take Leaflet]]

Okay. You slow down a little. Try to breathe. Grip your sword a little tighter. You came here to explore, to adventure. This may not be what you signed up for, but you're here, and there's no way out.\nYou keep moving.\n[[Round Room]]

You enter a round room with passages heading off in four different directions. Now that you've slowed down a bit, you take some time to admire the masonry in the room. Instead of the damp wood of the cellar, it is made of cobblestone, looking downright medieval. It is strange, but not enough to give you pause.\nYou hear a loud noise to the west, like a waterfall.\n[[West|Loud Room]]\n[[South|Mirror Room]]\n[[East|Troll Room]]

You enter the back of the gallery to find a small artist's studio. The walls are splattered with paints of all different colors, forming a strange collage that is both comforting and discomforting.\n<<if not visited ("Take Paper")>>\s\nNothing of value seems to be hanging in the room, but you see a small paper is attached to the nearby wall.\n[[Take Paper]]\n<<endif>>\s\n[[Back(Gallery)|Gallery]]\n

You walk into what surprisingly seems to be an art gallery. Most of the painting seem to have been cut out of their frames; it is clear that vandals have had their pick of the work. \n<<if not visited ("Take Painting")>>\s\nBut fortunately, there is still one chance for you to be a vandal, for on the far wall is a painting of unparalleled beauty.\nYou stare at it for a solid minute, enraptured with the detail of every brush stroke. You have to have it.\nA passage veers off to the west.\n[[Take Painting]]\n<<endif>>\s\n[[East|Studio]]\n[[West(Cellar)|Cellar]]

<<if previous() is "Go South">>\nYou manage to jimmy the window open wide enough for you to enter.\nYou squeeze your way through and end up stumbling onto the floor of the house.\n<<endif>>\s\nYou are in the kitchen of the white house.\nDespite the eerie lighting, the place seems relatively normal. \n<<if not visited("brown sack")>>\s\nThe table looks like it was used recently, and you see a [[brown sack]] emitting an enticing smell of hot peppers. \n<<else>>\s\nThe table looks like it was used recently.\n<<endif>>\s\nYou take a minute to look around the kitchen, and everything seems…normal.\nA passage leads [[to the west|Entry Way]], and the [[window you came in from|Go South]] is still open.\nA [[staircase]] leads up, but it is very dimly lit.

You follow the tunnel for a few minutes until it opens into...the enterence for an old bank. You admire the old stone and brass construction, which stands in stark contrast to the even older architexture of the rest of the save. It seems that nothing can surprise you anymore.\nYou search the area, but don't find much of value. Searching takes a while, leaving you a bit hungry.\n<<if visited("brown sack")>>\s\nYou take out your sack lunch and take a minute to eat the sandwich inside. You take the time to laugh a bit at the absurdity of where you've found yourself, of finding a bank inside an old dungeon. You finish your sandwich, and stand up.\n<<else>>\s\nSadly, you don't have anything to eat, so you press on.\n<<endif>>\s\n\nYou see a large, golden vault door at the end of the hallway, just slightly ajar. The numbers "101" are engraved into its center.\n\n[[Enter Door|Bank Vault]]\n[[Leave(To Mirror Room)|Mirror Room]]

It is pitch dark. You are likely to be eaten by a grue.\n[[Back to the kitchen|Kitchen]]

You stumble into a room filled with an unbearably loud, ear-splitting roar. It seems to come from all around you, and your inability to locate the source sends you into a panic. You stumble towards an exit, bearly able to keep yourself conscious.\n[[Cliffs]]\n[[Back(Round Room)|Round Room]]

<<if not visited("Use Sword on Troll")>>\s\nYou enter the room to the sight of a sleeping troll, a hulking monstrosity that emitts a stench so horrible and rancid it is blinding. Stumbling, you trip over some of the bones scattered along the floor. The troll grumbles, and rolls over, but somehow does not seem to notice you. Praising your good luck, you draw your sword.\n[[Use Sword on Troll]]\n<<elseif not visited("Round Room")>>\s\nTaking a look around, you start to realize just how horriffic this room really is. You were not cut out for this, you were not cut out for this, why are you even here, just run.\n[[West|East-West Passage]]\n<<else>>\s\nYou enter the Troll Room. The troll's dead body lies off in the corner, but you can't bear to look at it, and move on.\n[[West|East-West Passage]]\n<<endif>>\s\n[[East (Cellar)|Cellar]]

You slide the rug out of the way to reveal a large trap door. It looks medieval in its construction, in start contrast to the rest of the house. If you weren't feeling unsettled yet, you certainly are now.\n[[Open Trap Door]]\n[[Back|Entry Way]]

You pick up the whistle and blow softly. A quiet hum emitts from it, sounding nothing like you expected. You stare at the whistle in confusion for a moment.\nA small token appears in the trophy case in a flash of golden light. On it is engraved a seemingly random set of letters and numbers: "TRS-80".\nYou pocket the coin, and walk out of the house, happy to know you found what you came for.\nYou walk out into the forest.\n\n\n\n\nThank you for playing Kroz.

The door to the house is locked. There appears to be no key.\n[[Return|Start]]

The moment you leave the room, the sound seems to stop. You colapse on the ground, waiting for the ringing to leave your ears. You grasp the grass beneath you for a moment, feeling the sunlight beating against your back. Then you realize it.\nGrass.\nSunlight.\nYou jump to your feet to te view of a giant canion. The scene is beyond gorgeous; picture perfect. You can see parts of the Frigid River flowing upstream, and you remember playing in it with your brother as a kid. You look accross the canyon and see the walls of the White Cliffs where they join the mighty ramparts of the Flathead Mountains. Following the Canyon upstream to the north, Aragain Falls may be seen, complete with rainbow. In either direction, you see an immense forrest stretching out for miles around.\nYou don't find anything here, but the expereince alone was enough. It was what you needed.\n\nYou see a path leading towards the forrest, and you can just make out an abandoned white house on the horizon.\n<<if visited ("Take Painting") and visited ("Bank Vault")>>\s\n[[To House|Go South]]\n<<else>>\s\nBut, without having found what you came here for, you have no reason to return.\n<<endif>>\s\n[[Back(Round Room)|Round Room]]

You carefully remove the painting from it's frame, grabbing a nearby cannister to store it in.\nSuddenly, a feeling comes over you that you cannot quite explain. You feel warm, tingley, and, for lack of a more specific feeling, good.\nYou know that you have done something right.\n<<set $numTreasures to $numTreasures + 1>>\n<<if visited ("Bank Vault")>>\s\nYou have found all the treasures you need. It's time to find your way back.\n<<endif>>\s\n[[Back|Gallery]]

You pick up the lantern. After you switch it on, it glows faintly. This should be good for exploring.\n<<set $haveLantern to "yes">>\n[[Back|Entry Way]]

<<if $game_started is not "no" >>\s\n<<set $numTreasures to "0">>\s\nWelcome to Kroz. This version was created on 4-NOV-15 for the Apple Macintosh.\n[img[zork]]\n<<endif>>\s\n<<set $game_started = "no">>\nYou are in an open field west of a big white house with a boarded front door.\n<<if not visited("Mailbox")>>\s\nThere is a small mailbox here.\n[[Open Mailbox|Mailbox]]\n<<endif>>\s\n[[Go East]]\n[[Go South]]

<<if $mirrorOpen is "yes">>\s\nLooking forward, you see an dark passage where the mirror used to be.\n[[South|Bank Enterance]]\n<<else>>\s\nYou enter in a large square room with ceilings that ascend higher than you can see. On the south wall is an enormous mirror that fills the entire ceiling, the top obscured by blackness.\n[[Touch Mirror]]\n[[Look at mirror]]\n<<endif>>\s\n[[Back(Round Room)|Round Room]]

<<set $mirrorOpen to "yes">>\s\nAs you touch the mirror, it shatteres into thousands of pieces, tumbling to the ground in a cascade of glass. You jump back to avoid the glass, but it grases off of you as it touches your feet.\n\n[[Back|Mirror Room]]

Inside the sack, you find a clove of garlic and a sandwich. Could prove useful if you get hungry later on.\n<<set $haveLunch to "yes">>\n[[Back|Kitchen]]

<<if visited("Kitchen") or visited("Cliffs")>>\s\nYou find yourself alongside the house, with one of the windows just slightly ajar.\n<<else>>\s\nYou finally decided to get a good look at your surroundings. You are in an open field that extends out in all directions, with the silhouette of a forest on the horizon. The sun is just a few hours away from setting, and it casts an eerie yet comforting light over the house and its surroundings. You feel a dissonant sense of comfort and discomfort. Something about this place unsettles you, but, for some reason, that kind of unsettling is enticing.\n<<endif>>\s\n\n[[Open Window|Kitchen]]\n[[Go North|Start]]

You place the painting, the tape, the sword, and the garlic into the trophy case. Once you do, the whistle glows softly.\n[[Pick Up Whistle]]\n[[Back|Entry Way]]

Praising your good fortune, you raise the sword over the trolls head, and pause for a second. You have never killed anything before. Your momenary hesitation is squashed when you hear the troll stir, and, our of panic, drive the sword into its skull. You turn your head away, but the horrific sounds that follow are enough to make you queesy. You were not cut out for this.\n[[Look around the room|Troll Room]]

Stephen Rubio

You see an ugly creature staring back at you.\n[[Back|Mirror Room]]

Welcome to Kroz!\n\n\tKroz is a game of adventure, danger, low cunning, and mild copyright infringement. In it you explore some of the most amazing terrirory ever not seeen by mortals. Hardened adventurers have run screaming from the terrors contained within.\n\n\tIn Kroz, the interpid explorer delves into the forgotten secrets of a lost labyrinth deep in the bowels of the earth, searching for vast treasures long hidden from prying eyes, treasures guarded by fearsome monsters and diabolical traps!\n\n\tNo Macintosh should be complete without one!\n\n\tKroz was created by Stephen Rubio, and was inspired by the interactive fiction adventure game, Zork.\n\n[[Return|Start]]